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D_GARG

need decorate help

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hi, i've been trying to make my own items, monsters, with decorate

first off, i cant puzzle togheter how to write the code/scrtipt for a item, that appears in some category in doombuilder 1.

so i thought: "maybe doomworld can give me a complete, simple code for a thing."

so just give notice/hints and show me a simple and complete script/code for an object/monster/thing.

please not too advanced, the zdoom wiki makes me confused.

PS. i use XWE, is that a good decorate editor?

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D_GARG said:

first off, i cant puzzle togheter how to write the code/scrtipt for a item, that appears in some category in doombuilder 1.

This is not part of any DECORATE standard, but if an actor has a doomednum and has a line with //$Category Blah in it, it'll be added to a Blah category.

D_GARG said:

please not too advanced, the zdoom wiki makes me confused.

You are easily confused then.

Start with these two, they are the simplest types of things.
http://zdoom.org/wiki/Creating_non-interactive_decorations
http://zdoom.org/wiki/Creating_decorations_that_can_be_(de)activated

D_GARG said:

PS. i use XWE, is that a good decorate editor?

No.

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I have been roaring over this error for days ...

its from GZDoom ....

Script error, "The Realms Of Hate.wad:DECORATE" line 1:
DoomEdNum must be in the range [-1,32767] 

I dont get shit, plz give me clue

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4mer said:

Post your DECORATE script.



here comes the fuckload of script

ACTOR Diabloist : Archvile 15001
{

Obituary "%o got was set ablaze by a Diabloist."
Health 1399
Radius 20 
Height 56 
Mass 500 
Speed 15 
PainChance 10
BloodColor "08 08 08"
MONSTER
+FIRERESIST
+FLOORCLIP 
+NOTARGET 
+NORADIUSDMG
+MISSILEMORE
+BOSS
+DONTHURTSPECIES
SeeSound "monster/diasit" 
PainSound "monster/diapai" 
DeathSound "monster/diadth" 
ActiveSound "monster/diaact" 
States 
   { 
   Spawn: 
       DIAB AB 10 A_Look 
       Loop 
   See: 
       DIAB AABBCCDDEEFF 2 A_Chase 
       Loop 
   Missile:
       DIAB G 0 BRIGHT A_Jump (128,21)
       DIAB G 0 BRIGHT A_FaceTarget
       DIAB G 3 Bright A_FaceTarget
       DIAB H 3 BRIGHT A_FaceTarget
       DIAB I 3 A_CustomMissile ("DFire",32,0,0)
       DIAB H 3 BRIGHT A_FaceTarget
       DIAB G 3 Bright A_FaceTarget
       DIAB H 3 BRIGHT A_FaceTarget
       DIAB I 3 BRIGHT A_FaceTarget
       DIAB H 3 BRIGHT A_FaceTarget
       DIAB G 3 Bright A_FaceTarget
       DIAB H 3 BRIGHT A_FaceTarget
       DIAB I 3 BRIGHT A_FaceTarget
       DIAB H 3 BRIGHT A_FaceTarget
       DIAB G 3 Bright A_FaceTarget
       DIAB H 3 BRIGHT A_FaceTarget
       DIAB I 3 BRIGHT A_FaceTarget
       DIAB G 3 Bright A_FaceTarget
       DIAB H 3 BRIGHT A_FaceTarget
       DIAB I 3 BRIGHT A_FaceTarget
       DIAB G 0 BRIGHT A_Jump (128,31)       
       Goto See
       DIAB N 5 BRIGHT A_FaceTarget
       DIAB O 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
       DIAB P 0 BRIGHT A_FaceTarget
       DIAB P 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
       DIAB N 0 BRIGHT A_FaceTarget
       DIAB N 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
       DIAB O 0 BRIGHT A_FaceTarget
       DIAB O 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
       DIAB P 0 BRIGHT A_FaceTarget
       DIAB P 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
       DIAB N 0 BRIGHT A_FaceTarget
       DIAB N 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
       DIAB O 0 BRIGHT A_FaceTarget
       DIAB O 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
       DIAB P 0 BRIGHT A_FaceTarget
       DIAB P 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
       DIAB N 0 BRIGHT A_FaceTarget
       DIAB N 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
       DIAB O 0 BRIGHT A_FaceTarget
       DIAB O 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
       DIAB P 0 BRIGHT A_FaceTarget
       DIAB P 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
       DIAB N 0 BRIGHT A_FaceTarget
       DIAB N 5 BRIGHT A_CustomMissile ("DFlare",40,0,random(-4,4))
       DIAB O 0 BRIGHT A_FaceTarget
       DIAB P 5 BRIGHT
       DIAB P 0 BRIGHT A_Jump (64,3)
       DIAB P 0 BRIGHT A_Jump (128,14)
       Goto See
       DIAB GHIJKLM 5 BRIGHT A_FaceTarget
       DIAB N 5 BRIGHT A_FaceTarget
       DIAB O 1 BRIGHT A_Playsound ("weapons/firbfi")
       DIAB O 4 BRIGHT A_CustomMissile ("DMissile",32,0,0)
       DIAB P 5 BRIGHT
       DIAB P 0 BRIGHT A_Jump (128,1)
       Goto See
       DIAB [ 8 BRIGHT A_FaceTarget
       DIAB \ 8 BRIGHT A_FaceTarget
       DIAB ] 0 BRIGHT A_CustomMissile ("DTracer",0,-40,0)
       DIAB ] 8 BRIGHT A_CustomMissile ("DTracer",0,40,0)
       Goto See 
   Pain: 
       DIAB Q 5 
       DIAB Q 5 A_Pain 
       Goto See 
   Death: 
       DIAB Q 7 
       DIAB R 7 A_Scream 
       DIAB S 7 A_NoBlocking 
       DIAB TUVW 7 
       DIAB XY 5 
       DIAB Z -1 
       Stop    
   } 
}

Actor DFire
{
   Obituary "%o got was set ablaze by a Diabloist."
   Radius 0
   Height 1
   Speed 0
   RENDERSTYLE ADD
   DamageType fire
   ALPHA 1.00
   +NOGRAVITY
   +SEEKERMISSILE
   +NOTARGET
   +NODAMAGETHRUST
   States
   {
   Spawn:
      HLFR A 2 Bright A_StartFire
      NULL A 0 Bright A_Explode(4,32)
      HLFR B 2 Bright A_Fire
      NULL A 0 Bright A_Explode(4,32)
      HLFR A 2 Bright A_Fire
      NULL A 0 Bright A_Explode(4,32)
      HLFR B 2 Bright A_Fire
      NULL A 0 Bright A_Explode(4,32)
      HLFR C 2 Bright A_FireCrackle
      NULL A 0 Bright A_Explode(4,32)
      HLFR B 2 Bright A_Fire
      NULL A 0 Bright A_Explode(5,32)
      HLFR C 2 Bright A_Fire
      NULL A 0 Bright A_Explode(5,32)
      HLFR B 2 Bright A_Fire
      NULL A 0 Bright A_Explode(5,32)
      HLFR C 2 Bright A_Fire 
      NULL A 0 Bright A_Explode(5,32)
      HLFR D 2 Bright A_Fire 
      NULL A 0 Bright A_Explode(5,32)
      HLFR C 2 Bright A_Fire
      NULL A 0 Bright A_Explode(5,32)
      HLFR D 2 Bright A_Fire
      NULL A 0 Bright A_Explode(5,32)
      HLFR C 2 Bright A_Fire
      NULL A 0 Bright A_Explode(5,32)
      HLFR D 2 Bright A_Fire
      NULL A 0 Bright A_Explode(5,32)
      HLFR E 2 Bright A_Fire
      NULL A 0 Bright A_Explode(5,32)
      HLFR D 2 Bright A_Fire
      NULL A 0 Bright A_Explode(5,32)
      HLFR E 2 Bright A_Fire
      NULL A 0 Bright A_Explode(5,32)
      HLFR D 2 Bright A_Fire
      NULL A 0 Bright A_Explode(4,32)
      HLFR E 2 Bright A_FireCrackle
      NULL A 0 Bright A_Explode(4,32)
      HLFR F 2 Bright A_Fire
      NULL A 0 Bright A_Explode(3,32)
      HLFR E 2 Bright A_Fire
      NULL A 0 Bright A_Explode(3,32)
      HLFR F 2 Bright A_Fire
      NULL A 0 Bright A_Explode(3,32)
      HLFR E 2 Bright A_Fire
      NULL A 0 Bright A_Explode(2,32)
      HLFR F 2 Bright A_Fire
      NULL A 0 Bright A_Explode(2,32)
      HLFR G 2 Bright A_Fire
      NULL A 0 Bright A_Explode(2,32)
      HLFR H 2 Bright A_Fire
      NULL A 0 Bright A_Explode(1,32)
      HLFR G 2 Bright A_Fire
      NULL A 0 Bright A_Explode(1,32)
      HLFR H 2 Bright A_Fire
      NULL A 0 Bright A_Explode(1,32)
      HLFR G 2 Bright A_Fire
      NULL A 0 Bright A_Explode(1,32)
      HLFR H 2 Bright A_Fire
      stop
   }
}

ACTOR DFlare
{
   Radius 5
   Height 5
   Speed 25
   Damage 4
   SpawnID 252
   RENDERSTYLE ADD
   DamageType fire
   ALPHA 0.85
   PROJECTILE
   +THRUGHOST
   Obituary "%o got was set ablaze by a Diabloist."
   Seesound "weapons/firmfi"
   DeathSound "weapons/firex4"
   States
   {
   Spawn:
      VBAL AB 3 Bright A_CustomMissile("MFlareFX",0,0,0,0)
      loop
   Death:
      CBAL CDEFG 3 Bright
      stop
   }
}

ACTOR DMissile : CFlameMissile
{
+THRUGHOST
}

ACTOR DTracer
{
   Radius 5
   Height 5
   Speed 15
   ReactionTime 175
   Damage 10
   ExplosionDamage 64
   ExplosionRadius 64
   DamageType fire
   RenderStyle ADD
   Alpha 0.67
   PROJECTILE
   +SEEKERMISSILE
   +FLOORHUGGER
   +THRUGHOST
   -NOGRAVITY
   Obituary "%o got was set ablaze by a Diabloist."
   Seesound "weapons/diasht"
   DeathSound "weapons/firex3"   
   States
   {
   Spawn:
      NULL A 1 Bright A_SeekerMissile (10,15)
      NULL A 0 Bright A_Countdown
      NULL A 0 Bright A_CustomMissile("DTracerPuff",0,0,0,0)
      loop
   Death:
      FTRA K 4 Bright
      FTRA L 4 Bright A_Explode
      FTRA MNO 3 Bright
      stop
   }
}

ACTOR MFlareFX
{   
   Radius 0
   Height 1
   Speed 0
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.67
   States
   {
   Spawn:
      FDFX ABCDEF 4 Bright
      Stop 
   }
}

ACTOR DTracerPuff
{
   Radius 1
   Height 1
   Speed 0
   RENDERSTYLE ADD
   DamageType fire
   ALPHA 0.67
   PROJECTILE
   +FLOORHUGGER
   -NOGRAVITY
   States
   {
   Spawn:
      FTRA ABCDEFGHIJ 3 Bright A_Explode(4,8)
      stop
   }
}

ACTOR DMissileTrail : CFlameFloor
{
+THRUGHOST
}

ACTOR DMissileCircle : CircleFlame
{
+THRUGHOST
}



actor ChaingunGuy2 15002

{
  obituary "%o was ripped to bloody ribbons by a double-chaingunner."
  health 150
  radius 20
  height 56
  mass 100
  speed 8
  painchance 150
  seesound "chainguy/sight"
  attacksound "chainguy/attack"
  painsound "chainguy/pain"
  deathsound "chainguy/death"
  activesound "chainguy/active"
  dropitem "Chaingun" 256
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    DPOS AB 10 A_Look
    loop
  See:
    DPOS AABBCCDD 3 A_Chase
    loop
  Missile:
    DPOS E 10 A_FaceTarget
    DPOS F 0 bright A_CPosAttack
    DPOS F 4 bright A_CPosAttack
    DPOS E 0 bright A_CPosAttack
    DPOS E 4 bright A_CPosAttack
    DPOS F 1 A_CPosRefire
    goto Missile+1
  Pain:
    DPOS G 3
    DPOS G 3 A_Pain
    goto See
  Death:
    DPOS H 5
    DPOS I 5 A_Scream
    DPOS J 5 A_NoBlocking
    DPOS KLM 5
    DPOS N -1
    stop
  XDeath:
    DPOS O 5
    DPOS P 5 A_XScream
    DPOS Q 5 A_NoBlocking
    DPOS RS 5
    DPOS T -1
    stop
  Raise:
    DPOS NMLKJIH 5
    goto See
  }
}


ACTOR LordofHeresy 15003

{ 
    Health 1250 
    Radius 20 
    Height 56 
    Speed 13 
    PainChance 50
    BloodColor "7D 9D 59"
    Mass 1000
    MONSTER 
    +FLOORCLIP
    Obituary "%o was annihilated by the heresy lord." 
    SeeSound "LordOfHeresy/sight" 
    PainSound "demon/pain" 
    DeathSound "LordOfHeresy/death" 
    ActiveSound "LordOfHeresy/act"  
    States 
    { 
    Spawn: 
        LOHS AB 10 A_Look 
        Loop 
    See: 
        LOHS AABBCCDD 4 A_Chase 
        Loop 
    Missile: 
        LOHS E 0 A_Jump(85,5) 
        LOHS E 0 A_Jump(128,9)
        LOHS E 8 A_FaceTarget 
        LOHS F 8 A_FaceTarget 
        LOHS G 8 A_BruisAttack 
        Goto See 
        LOHS E 8 A_FaceTarget 
        LOHS F 8 A_FaceTarget 
        LOHS G 0 A_Custommissile ("BaronBall", 32, 0, 8) 
        LOHS G 0 A_Custommissile ("BaronBall", 32, 0, 0) 
        LOHS G 8 A_Custommissile ("BaronBall", 32, 0, -8) 
        Goto See 
        LOHS E 8 A_FaceTarget 
        LOHS F 8 A_FaceTarget 
        LOHS G 0 A_Custommissile ("BaronBall", 32, 0, -20) 
        LOHS G 8 A_Custommissile ("BaronBall", 32, 0, 0) 
        LOHS E 8 A_FaceTarget 
        LOHS F 8 A_FaceTarget 
        LOHS G 0 A_Custommissile ("BaronBall", 32, 0, 20) 
        LOHS G 8 A_Custommissile ("BaronBall", 32, 0, 0) 
        LOHS E 8 A_FaceTarget 
        LOHS F 8 A_FaceTarget 
        LOHS G 0 A_Custommissile ("BaronBall", 32, 0, -12) 
        LOHS G 8 A_Custommissile ("BaronBall", 32, 0, 12) 
        Goto See 
    Pain: 
        LOHS H 5 
        LOHS H 5 A_Pain 
        Goto See 
    Death: 
        LOHS I 8 
        LOHS J 8 A_Scream 
        LOHS K 8 A_Fall 
        LOHS LMN 8 
        LOHS O -1 
        Stop 
    Raise: 
        LOHS ONMLKJI 5 
        Goto See 
    } 
}



ACTOR Phantom 15004
{
  OBITUARY "%o was scared by a phantom"
  HITOBITUARY "%o was covered in ectoplasm by a phantom"
  Health 850
  Radius 24
  Height 64
  Mass 1000
  Speed 8
  PainChance 50
  RENDERSTYLE Add
  Alpha 0.05 
  BloodColor "FF FF FF"
  SEESOUND "baron/sight"
  PAINSOUND "baron/pain"
  DEATHSOUND "phantom/death"
  ACTIVESOUND "baron/active"
  MONSTER
  +FloorClip
  +Float
  +NoGravity
  +Ghost
  +VisibilityPulse
  +NoClip
  states
  {
  Spawn:
    PHAN AB 10 A_Look
    Loop
  See:
    PHAN AABBCCDD 3 A_Chase
    Loop
  Missile:
    PHAN E 0 A_Jump(192,8)
    PHAN E 0 A_Jump(64,4)
    PHAN EF 8 A_FaceTarget
    PHAN G 8 A_CustomMissile("PhantomEgg",32,0,0,0)
    Goto See
    PHAN EF 8 A_FaceTarget
    PHAN G 8 A_CustomMissile("GhostEgg2",32,0,0,0)
    Goto See
    PHAN EF 8 A_FaceTarget
    PHAN G 8 A_CustomMissile("SoulBomb",32,0,0,0)
    Goto See
  Pain:
    PHAN H 2
    PHAN H 2 A_Pain
    Goto See
  Death:
    PHAN I 8
    PHAN J 8 A_Scream
    PHAN K 8
    PHAN L 8 A_NoBlocking
    PHAN MN 8
    PHAN O -1 A_BossDeath
    Stop
  Raise:
    PHAN ONMLKJI 8
    Goto See
  }
}

ACTOR MiniPhantom
{
    RENDERSTYLE ADD
    +Float
    +LookAllAround
    +NoBlockMonst
    +NoGravity
    +Shootable 
    +NoBlood
    +NoClip
    Health 50
    Radius 10
    Height 20
    Speed 15
    MissileType "SoulSmoke"
    states
    {
    Spawn:
    See:
       SPI1 AA 1 A_Chase
       SPI1 A 0 A_FaceTarget
       SPI1 A 0 A_SpawnItemEx("SoulSmoke",0,0,0,15,0,0,0,128)
       SPI1 BB 1 A_Chase
       SPI1 A 0 A_FaceTarget
       SPI1 B 0 A_SpawnItemEx("SoulSmoke",0,0,0,15,0,0,0,128)
       Loop
    Melee:
       SPI1 EFGHIJ 2 A_Die
       Stop
    Death:
       SPIR E 0 A_Explode
       SPIR E 0 A_PlaySound("phantom/explode")
       SPIR FGHIJ 2 
       Stop
    }
}  

ACTOR PhantomEgg : PlasmaBall
{
    Damage 0
    SEESOUND "phantom/spirit1"
    DEATHSOUND NONE
    RENDERSTYLE NONE
    states
    {
    Spawn:
       PLSS A 5
       Goto Death
    Death:
       PLSS A 1 A_SpawnItem("PhantomHatch", 1, 0, 0)
       Stop
    }
}

ACTOR PhantomHatch
{
    RENDERSTYLE ADD
    +NOGRAVITY
    +NOCLIP
    States
    {
    Spawn:
       SPI1 JIHGFE 4
       SPI1 A 4 A_SpawnItem("MiniPhantom", 1, 0, 0)
       Stop
    }
}         

ACTOR GhostEgg2 : PhantomEgg
{
    States
    {
    Spawn:
       PLSS A 7
       Goto Death
    Death:
       Death:
       PLSS A 1 A_SpawnItem("GhostHatch2", 1, 0, 0)
       Stop
    }
}

ACTOR GhostHatch2
{
    RENDERSTYLE ADD
    +NOGRAVITY
    +NOCLIP
    States
    {
    Spawn:
       SPI2 JIHGFE 4
       SPI2 A 4 A_SpawnItem("Ghost2", 1, 0, 0)
       Stop
    }
}
ACTOR Ghost2
{
    Health 100
    Radius 16
    Height 32
    Mass 500
    Speed 16
    PainChance 50
    +LookAllAround
    +Float 
    +NoRadiusDMG
    +Shootable
    +NoGravity 
    +NoIceDeath
    +NoBlockMonst
    +NoBlood
    +NoClip
    RENDERSTYLE ADD
    states
    {
    Spawn: 
    See: 
       SPI2 AABB 2 A_Chase
       Loop 
    Melee: 
       SPI2 A 4 A_FaceTarget 
       SPI2 B 2 A_SargAttack 
       SPI2 B 2 A_VileChase
       Goto See  
    Pain: 
       SPI2 AB 2  
       Goto See
    Death:
       SPI2 EFGHIJ 2 A_SpawnItem("GhostHatch", 1, 0, 0)
       Stop
    }
}

ACTOR SoulBomb
{
   Radius 3
   Height 3
   Speed 15
   Damage 6
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.67
   MissileType SoulTrail
   SeeSound "phantom/bomb"
   DeathSound "phantom/explode"
   States
   {
   Spawn:
      SPIR A 1 Bright A_SpawnItemEx("SoulTrail",0,0,0,0,0,0,0,128)
      SPIR B 1 Bright A_SpawnItemEx("SoulTrail",0,0,0,0,0,0,0,128)
      SPIR A 1 Bright A_SpawnItemEx("SoulTrail",0,0,0,0,0,0,0,128)
      SPIR B 1 Bright A_SpawnItemEx("SoulTrail",0,0,0,0,0,0,0,128)
      SPIR A 1 Bright A_SpawnItemEx("SoulTrail",0,0,0,0,0,0,0,128)
      SPIR B 1 Bright A_SpawnItemEx("SoulTrail",0,0,0,0,0,0,0,128)
      Loop
   Death:
      SPIR A 0 Bright 
      SPIR B 0 Bright
      SPIR K 3 Bright
      SPIR L 3 Bright
      SPIR M 3 Bright
      SPIR N 3 Bright
      SPIR O 3 Bright
      Stop
   }
}

ACTOR SoulTrail
{
   Radius 3
   Height 3
   Speed 15
   PROJECTILE
   RENDERSTYLE ADD
   Alpha 0.67
   +FireDamage
   states
   {
   Spawn:
      SPIR QRS 4
      Goto Death
   Death:
      SPIR C 3 BRIGHT
      SPIR D 3 BRIGHT
      Stop
   }
}

ACTOR SoulSmoke
{
   Radius 3
   Height 3
   Speed 15
   PROJECTILE
   RENDERSTYLE ADD
   Alpha 0.67
   states
   {
   Spawn:
      SPIR FGH 4
      Goto Death
   Death:
      SPIR I 3 BRIGHT
      SPIR J 3 BRIGHT
      Stop
   }
}



ACTOR PlasmaZombie 15005
{

    Health 50
    Radius 20
    Height 56
    Speed 8
    PainChance 100
    MONSTER 
    +FLOORCLIP
    SeeSound "grunt/sight"
    AttackSound "grunt/attack"
    PainSound "grunt/pain"
    DeathSound "grunt/death"
    ActiveSound "grunt/active"
    Obituary "%o got burned by a plasma zombie."
    DropItem Cell
    MissileType PlasmaBall
    States
    {
    Spawn:
        ZMAY AB 10 A_Look
        Loop
    See:
        ZMAY AABBCCDD 4 A_Chase
        Loop
    Missile:
        ZMAY E 10 A_FaceTarget
        ZMAY F 5 A_MissileAttack
        ZMAY E 5 A_FaceTarget
        ZMAY F 5 A_MissileAttack
        ZMAY E 5 A_FaceTarget
        ZMAY F 5 A_MissileAttack
        ZMAY E 5 A_FaceTarget
        ZMAY F 5 A_MissileAttack
        ZMAY E 5 A_FaceTarget
        ZMAY F 5 A_MissileAttack
        Goto See
    Pain:
        ZMAY G 3
        ZMAY G 3 A_Pain
        Goto See
    Death:
        ZMAY H 5
        ZMAY I 5 A_Scream
        ZMAY J 5 A_Fall
        ZMAY K 5
        ZMAY L -1
        Stop
    XDeath:
        ZMAY O 5
        ZMAY P 5 A_XScream
        ZMAY Q 5 A_Fall
        ZMAY RSTU 5
        ZMAY V -1
        Stop
    Raise:
        ZMAY KJIH 5
        Goto See
    }
}



ACTOR ProfaneOne 15006
{
    Health 2000
    Radius 24
    Height 64
    Mass 1000
    Speed 10
    PainChance 45
    Monster
    +FLOORCLIP
    +BOSS
    +MISSILEMORE
    +MISSILEEVENMORE
    Poisondamage 10
    SeeSound "profane/sight"
    PainSound "baron/pain"
    DeathSound "profane/death"
    ActiveSound "baron/active"
    Obituary "%o is now the Profane One's trophy."
    HitObituary "The Profane One mauled %o."
    States
    {
    Spawn:
        BOSX AB 10 A_Look 
        Loop
    See:
        BOSX AABB 3 A_VileChase
        BOSX CCDD 3 A_VileChase
        Loop
    Melee:
        BOSX EF 8 A_FaceTarget
        BOSX G 8 A_CustomMeleeAttack (10, "profane/melee", Poison)
        Goto See
    Missile:
                TNT1 A 0 A_FaceTarget
                TNT1 A 0 A_Jump(128,"Poison","Blood")
        Poison:
                BOSX EF 7 A_FaceTarget
                BOSX G 0 Bright A_CustomMissile ("PoisonBall",28,4,1,0)
              BOSX G 7 Bright A_CustomMissile ("PoisonBall",28,-4,-1,0)
              BOSX F 7 A_FaceTarget
                BOSX G 0 Bright A_CustomMissile ("PoisonBall",28,4,1,0)
              BOSX G 7 Bright A_CustomMissile ("PoisonBall",28,-4,-1,0)
            BOSX F 7 A_FaceTarget
                BOSX G 0 Bright A_CustomMissile ("PoisonBall",28,4,1,0)
              BOSX G 7 Bright A_CustomMissile ("PoisonBall",28,-4,-1,0)
              Goto See
        Blood:
                BOSX H 0 A_PlaySound("profane/vomit")
                BOSX H 15 A_FaceTarget
                BOSX H 0 A_CustomMissile ("BloodPuke", 60, 0, random(-10,10), 2, random(10,20))
            BOSX H 0 A_CustomMissile ("BloodPuke", 59, 0, random(-10,10), 2, random(10,20))
            BOSX H 0 A_CustomMissile ("BloodPuke", 58, 0, random(-10,10), 2, random(10,20))
           BOSX H 0 A_CustomMissile ("BloodPuke", 59, 0, random(-10,10), 2, random(10,20))
            BOSX H 0 A_CustomMissile ("BloodPuke", 60, 0, random(-10,10), 2, random(10,20))
                Goto See
    Pain:
        BOSX H 2
        BOSX H 2 A_Pain
        Goto See
        Heal:
                BOSX HH 10
                Goto See
    Death:
        BOSX I  8 A_Scream
        BOSX J  8 A_PlaySound("profane/die")
        BOSX K  8
        BOSX L  8 A_NoBlocking
        BOSX MN 8 A_Mushroom ("BloodPuke", 10)
        BOSX O -1 A_BossDeath   
        Stop
    Raise:
        BOSX O 8
        BOSX NMLKJI  8
        Goto See
    }
}

actor PoisonBall : CStaffMissile
{
radius 3
height 3
damage 10
speed 20
Renderstyle Add
Alpha 0.90
Poisondamage 10
Damagetype PoisonCloud
seesound "profane/poison"
deathsound "profane/poisondie"
PROJECTILE
+EXPLODEONWATER
states
{
Spawn:
FVN1 A 1 A_BishopMissileWeave
FVN1 A 0 A_SpawnItemEx("PoisonTrail",0,0,0,0,0,0,0,0,10)
FVN1 B 1 A_BishopMissileWeave
FVN1 B 0 A_SpawnItemEx("PoisonTrail",0,0,0,0,0,0,0,0,10)
FVN1 C 1 A_BishopMissileWeave
FVN1 C 0 A_SpawnItemEx("PoisonTrail",0,0,0,0,0,0,0,0,10)
FVN1 D 1 A_BishopMissileWeave
FVN1 D 0 A_SpawnItemEx("PoisonTrail",0,0,0,0,0,0,0,0,10)
loop
Death:
FVN1 EFGHIJ 4 
stop
}
}

actor BloodPuke
{
radius 4
height 4
damage 7
speed 20
Scale 0.80
deathsound "profane/blood"
PROJECTILE
+EXTREMEDEATH
-NOGRAVITY
states
{
Spawn:
FGOR ABCDEF 3 bright A_SpawnItemEx ("Blood",0,0,0,0,0,0,0,0,10)
loop
Death:
FGOR GHIJ 5 bright
stop
}
}

ACTOR Poisontrail
{   
   Radius 0
   Height 1
   PROJECTILE
   RENDERSTYLE ADD
   ALPHA 0.80
   States
   {
   Spawn:
      NULL A 1 Bright
      SSFX ABCDEFG 2 Bright
      Stop 
   }
}





Actor QuadShotgunZombie 15008
{
  Health 180
  Radius 20
  Height 56
  Mass 100
  Speed 8
  PainChance 60
  Monster
  +FloorClip
  SeeSound "ShotGuy/Sight"
  PainSound "ShotGuy/Pain"
  DeathSound "ShotGuy/Death"
  ActiveSound "ShotGuy/Active"
  Obituary "%o was smeared by a Quad-Shotgun Zombie"
  DropItem "Shells"
  States
  {
  Spawn:
    QSZM AAAAAAAAAABBBBBBBBBB 1 A_Look
    Loop
  See:
    QSZM AABBCCDD 3 A_Chase
    Loop
  Missile:
    QSZM E 0 A_JumpIfInventory("QuadShotgunZombieCounter", 1, "SingleShot")
    QSZM E 0 A_Jump(64, "QuadShot")
    Goto SingleShot
  SingleShot:
    QSZM EE 5 A_FaceTarget
    QSZM F 0 Bright A_PlayWeaponSound("QuadShotgunZombie/SingleFire")
    QSZM F 0 Bright A_GiveInventory("QuadShotgunZombieCounter", 1)
    QSZM F 4 Bright A_CustomBulletAttack(6, 0, 7, 2, "Bulletpuff")
    QSZM E 6 A_FaceTarget
    QSZM E 0 A_JumpIfInventory("QuadShotgunZombieCounter", 4, "Reload")
    QSZM E 0 A_Jump(96, "SingleShot")
    QSZM EE 6 A_FaceTarget
    Goto See
  QuadShot:
    QSZM E 0 A_JumpIfCloser(384, 1)
    Goto SingleShot
    QSZM EEE 5 A_FaceTarget
    QSZM F 0 Bright A_PlayWeaponSound("QuadShotgunZombie/QuadFire")
    QSZM F 0 Bright A_GiveInventory("QuadShotgunZombieCounter", 4)
    QSZM F 4 Bright A_CustomBulletAttack(11, 11, 32, 3.5, "Bulletpuff")
    QSZM EE 6 A_FaceTarget
    Goto Reload
  Reload:
    QSZM E 0 A_ChangeFlag("NoPain", 1)
    QSZM E 10 A_PlaySoundEx("QuadShotgunZombie/Reload1", "SoundSlot7", 0)
    QSZM E 0 A_TakeInventory("QuadShotgunZombieCounter", 1)
    QSZM E 10 A_PlaySoundEx("QuadShotgunZombie/Reload2", "SoundSlot6", 0)
    QSZM E 0 A_JumpIfInventory("QuadShotgunZombieCounter", 1, 1)
    Goto Reload+6
    QSZM E 0
    Goto Reload+2
    QSZM E 10 A_PlaySoundEx("QuadShotgunZombie/Reload3", "SoundSlot7", 0)
    QSZM E 0 A_ChangeFlag("NoPain", 0)
    Goto See
  Pain:
    QSZM G 3
    QSZM G 3 A_Pain
    Goto See
  Death:
    QSZM H 8
    QSZM I 8 A_Scream
    QSZM J 8 A_NoBlocking
    QSZM K 8
    QSZM L -1
    Stop
  XDeath:
    QSZM M 5
    QSZM N 5 A_XScream
    QSZM O 5 A_NoBlocking
    QSZM PQRST 5
    QSZM U -1
    Stop
  Raise:
    QSZM L 5
    QSZM KJIH 5
    Goto See
  }
}

Actor QuadShotgunZombieCounter : Inventory
{
  Inventory.MaxAmount 4
}


ACTOR RapidFireTrooper 15009
{
    //$Category Monsters
   Health 32
   Radius 20
   Height 56
   Speed 8
   PainChance 200
   MONSTER 
   +FLOORCLIP
   DropItem Clip
   SeeSound "grunt/sight"
   AttackSound "grunt/attack"
   PainSound "grunt/pain"
   DeathSound "grunt/death"
   ActiveSound "grunt/active"
   Obituary "%o was surprised by the zombie's weaponry." 
   Decal BulletChip
   States 
   { 
   Spawn: 
      RFTR AB 10 A_Look 
      Loop 
   See: 
      RFTR AABBCCDD 4 A_Chase 
      Loop 
   Missile: 
      RFTR E 10 A_FaceTarget 
      RFTR F 5 Bright A_PosAttack 
      RFTR E 5 A_CPosRefire 
      Goto Missile+1 
   Pain: 
      RFTR G 3 
      RFTR G 3 A_Pain 
      Goto See 
   Death: 
      RFTR H 5 
      RFTR I 5 A_Scream 
      RFTR J 5 A_Fall 
      RFTR K 5 
      RFTR L -1 
      Stop
    XDeath:
      RFTR M 5
      RFTR N 5 A_XScream
      RFTR N 5
      RFTR P 5 A_Fall
      RFTR QRST 5
      RFTR U -1
      Stop
   Raise: 
      RFTR KJ 5 
      RFTR IH 5 
      Goto See 
   } 
}


ACTOR XimRocketGuy 15010
{ 

  health 100
  obituary "%o was 'sploded by a rocketlauncher."
  radius 20
  height 56
  mass 100
  speed 8
  painchance 170
  seesound "shotguy/sight"
  attacksound "shotguy/attack"
  painsound "shotguy/pain"
  deathsound "shotguy/death"
  activesound "shotguy/active"
  dropitem "RocketLauncher" 256
  MONSTER
  +FLOORCLIP
   States 
   { 
   Spawn: 
      MPO2 AB 10 A_Look 
      Loop 
   See: 
      MPO2 AABBCCDD 3 A_Chase 
      Loop 
   Missile: 
      MPO2 E 10 A_FaceTarget 
      MPO2 F 10 bright A_CyberAttack 
      MPO2 E 10 
      Goto See 
   Pain: 
      MPO2 G 2 
      MPO2 G 2 A_Pain 
      Goto See 
   Death: 
      MPO2 H 5 
      MPO2 I 5 A_Scream 
      MPO2 J 5 
      MPO2 K 5 A_Fall 
      MPO2 L -1 
      Stop 
   XDeath: 
      MPO2 M 5 
      MPO2 N 5 A_XScream 
      MPO2 O 5 
      MPO2 P 5 A_Fall 
      MPO2 QRST 5 
      MPO2 U -1    
      Stop 
   Raise: 
      MPO2 MJKJI 5 
      Goto See 
   } 
}


ACTOR SpiritImp 15011
{
  Health 150
  Radius 20
  Height 56
  Mass 120
  Speed 8
  BloodType None
  MONSTER
  RENDERSTYLE add
  Alpha 0.7
  +FloorClip
  +NoBloodDecals
  SEESOUND "SpiritImp/Sight"
  DEATHSOUND "SpiritImp/Death"
  ACTIVESOUND "SpiritImp/Active"
  HITOBITUARY "%o was chilled by the touch of a spirit imp"
  OBITUARY "%o was chilled by a spirit imp"  
  states
  {
  Spawn:
    SPIP AB 10 A_Look
    Loop
  See:
    SPIP A 0 A_CustomMissile("OrbitSpirit", 28, 0, 90)
    SPIP A 0 A_CustomMissile("OrbitSpirit2", 28, 0, -90)
    SPIP AABBCCDD 3 A_Chase
    Goto See+2
  Melee:
  Missile:
    SPIP EFG 4 A_FaceTarget 
    SPIP HIJK 5 A_FaceTarget
    SPIP L 6 A_CustomComboAttack ("SpiritImpBall", 28, 5, "Imp/Melee")
    SPIP M 10
    Goto See +2  
  Pain:
    SPIP N 3
    SPIP N 3 A_Pain
    Goto See +2
  Death:
    SPIP O 7 A_Scream
    SPIP PQR 7 
    SPIP S 6 A_SpawnItemEx("SpiritImpGhost1", 0, 0, 32, 0, 0, 0, 0, 128) 
    SPIP T 5 A_Fall 
    SPIP U 5 A_SpawnItem("SpiritImpGhost")
    SPIP V 5 A_NoBlocking
    SPIP W 3 A_FadeOut(0.015)
    Goto Death+8
    }
 }


actor SpiritImpBall
{
    Radius 8
    Height 6
    Scale 0.4
    Speed 9
    Damage 2
    +SEEKERMISSILE
    PROJECTILE
    Renderstyle ADD
    SeeSound "harvester/scream"
    DeathSound "imp/shotx"
    Decal DoomImpScorch
    States
    {
    Spawn:
        SIBA A  0 A_SpawnItemEx("SpiritImpBallTrail", 0, 0, 0, 0, 0, 0, 0, 180)
        SIBA AB 2 A_SeekerMissile (10,20)
        Loop
    Death:
        SIBA CDEFGHIJKL 4 
        Stop
    }
}


actor SpiritImpBallTrail
{
    Radius 1
    Height 1
    Speed 0
    PROJECTILE
    RENDERSTYLE ADD
    ALPHA 0.5
    +NOCLIP
    States
    {
    Spawn:
    Death:
        SITR H 6 
        SITR ABCDEFG 4 
        Stop
    }
}



actor OrbitSpirit : SpiritImpBall
{
     SeeSound ""
     +NOCLIP
     Scale 0.4
     Alpha 0.1
     Speed 3
     MissileHeight 0
     States
     {
     Spawn:
         SIBA AABB 1
         SIBA A 3 A_CustomMissile("OrbitSpirit", 0, 0, 75)
         Stop
     Death:
         SIBA A 2 A_FadeOut(0.015)
         loop
     }
}

actor OrbitSpirit2 : OrbitSpirit
{
     Speed 10
     MissileHeight 0
     States
     {
     Spawn:
         SIBA AABB 1
         SIBA A 0 A_CustomMissile("OrbitSpirit", 0, 0, -75)
         stop
     Death:
         SIBA A 2 A_FadeOut(0.015)
         loop
     }
}


actor SpiritImpGhost1
{
    Radius 1
    Height 1
    Speed 0
    PROJECTILE
    RENDERSTYLE ADD
    ALPHA 0.7
    +NOCLIP
    SeeSound "harvester/ghost"
    States
    {
    Spawn:
    Death:
        SIGH A 0
        SIGH A 0 A_PlaySound("harvester/ghost")
        SIGH ABCDEFG 4 
        Stop
    }
}

Actor SpiritImpGhost
{
  Radius 20
  Height 56
  Mass 120
  Speed 8
  renderstyle add
  alpha 0.2
  +NOTELEPORT
  +FLOORCLIP
  -SOLID
  -SHOOTABLE
  +NONSHOOTABLE
  +LOOKALLAROUND
  States
  {
  Spawn:
    SPIP AABB 6 A_Look
    SPIP A 0 A_FadeOut(0.005)
    Loop
  See:
    SPIP AABBCCDD 3 A_VileChase
    SPIP A 0 A_FadeOut(0.005)
    Loop
  Death:
    TNT1 A 1
    Stop
  Heal:
    TNT1 A 1
    Goto Death
  }
}




ACTOR SuperImp : DoomImp 15012
{
    PainChance 50  
    Obituary "%o was shocked by the imp's superior firepower."
    States
    {
    Melee:
    Missile:
        IMP3 A 8 A_FaceTarget
        IMP3 B 8 A_FaceTarget
        TROO G 8 A_BruisAttack
        Goto See
    }
}



actor UnmakerGuy 15013
{
  spawnid 4
  obituary "%o was unmade by a zombie."
  health 60
  radius 20
  height 56
  mass 100
  speed 8
  painchance 170
  attacksound "zombie/unmaker"
  seesound "grunt/sight"
  painsound "grunt/pain"
  deathsound "grunt/death"
  activesound "grunt/active"
  Decal BloodSplat
  MONSTER
   +FLOORCLIP
   +EXTREMEDEATH
  states
  {
  Spawn:
    ZUNM AB 10 A_Look
    loop
  See:
    ZUNM AABBCCDD 2 A_Chase
    loop
  Missile:
    ZUNM E 0 A_Jump(50,"Missile2")
    ZUNM E 10 A_FaceTarget
    ZUNM F 10 A_CustomBulletAttack(2,2,1,30,"BloodyPuff")
    ZUNM E 10 
    goto See
  Missile2:
    ZUNM E 10 A_FaceTarget
    ZUNM E 0 A_PlaySound("zombie/unpower")
    ZUNM F 1 BRIGHT A_CustomRailgun (25,4,"FF 00 00",0,0)
    ZUNM E 0 A_PlaySound("zombie/unpower")
    ZUNM F 1 BRIGHT A_CustomRailgun (25,4,"CC 00 00",0,0)
    ZUNM E 0 A_PlaySound("zombie/unpower")
    ZUNM F 1 BRIGHT A_CustomRailgun (25,4,"99 00 00",0,0)
    ZUNM E 0 A_PlaySound("zombie/unpower")
    ZUNM F 1 BRIGHT A_CustomRailgun (25,4,"55 00 00",0,0)
    ZUNM E 0 A_PlaySound("zombie/unpower")
    ZUNM F 1 BRIGHT A_CustomRailgun (25,4,"33 00 00",0,0)
    ZUNM E 10 A_SentinelRefire
    goto Missile2+1
  Pain:
    ZUNM G 3
    ZUNM G 3 A_Pain
    goto See
  Death:
    ZUNM H 5
    ZUNM I 5 A_Scream
    ZUNM J 5 A_NoBlocking
    ZUNM K 5
    ZUNM L 5
    ZUNM M 5
    ZUNM N -1
    stop
  XDeath:
    ZUNM O 5
    ZUNM P 5 A_XScream
    ZUNM Q 5 A_NoBlocking
    ZUNM RSTUV 5
    ZUNM W -1
  Raise:
    ZUNM KJIH 5
    goto See
  }
}

ACTOR BloodyPuff
{
    +NOBLOCKMAP 
    +NOGRAVITY
    +PUFFONACTORS
    +EXTREMEDEATH
    States
    {
    Spawn:
    Crash:
       DBLD A 4 BRIGHT
       DBLD BCD 4
       Stop
   }
}




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It would have been better to post a link.

Anyway I can't see anything fatally wrong with the script, there is a problem with the Phantom (GhostHatch missing which maybe should be GhostHatch2) but you can change that if you want.

Here is a link to your decorate script in a wad with the monsters and a test map.

It worked OK for me on GZDoom 1500 apart from the spirit imp whose main graphic seemed all messed up for some reason.

Try this and see if it works.

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4mer said:

It would have been better to post a link.

Anyway I can't see anything fatally wrong with the script, there is a problem with the Phantom (GhostHatch missing which maybe should be GhostHatch2) but you can change that if you want.

Here is a link to your decorate script in a wad with the monsters and a test map.

It worked OK for me on GZDoom 1500 apart from the spirit imp whose main graphic seemed all messed up for some reason.

Try this and see if it works.


did you modify the code at all?
and could some other files cause this problem?
can any markers mess up?

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The DECORATE in Monsters.wad is the same as what you posted here, the code has not been modified.

Are you still getting an error?

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4mer said:

The DECORATE in Monsters.wad is the same as what you posted here, the code has not been modified.

Are you still getting an error?


my wad file still get problems, inside that wad I also have map files, nad the file still get error, have tried the linked files you made and trhey work, apart from at I cantr run both wad files at the same time so I try merging them.

WARNING! I use XWE as editor.

isnt is possible that the problem could be outside the script? even if the engine says tat it is the script?

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The problem was that you had two DECORATE lumps in the wad.
The second DECORATE was causing the problem, line 1 was:

ACTOR Vampire 90014

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